ImportOrigin - relative offset from CageMesh to Import origin (i.e., where world zero was when cage mesh imported, not used by the deformer directly but useful to align multiple cage meshes together) The spanning-tree defines connectivity for WrapTargets using the same logic as for physics assemblies.ĬageMeshId - a mesh that defines the external surface (target) for the deformationĬageOrigin - relative offset from parent MeshPart The Deformer will merge all WrapTargets into a single monolithic cage mesh, based on the connectivity (welds/motors/ballsocket constraints etc.) of the underlying MeshParts, using the same logic as for physical assemblies. However, a Model Instance with multiple MeshParts as children could have as many WrapTargets as there are MeshParts. A MeshPart can have only one WrapTarget associated with it. The WrapTarget instance lets us define the desired target shape (think about an avatar body that determines the shape of clothing). They are responsible for different deformation needs. New data-model instances and how to rig meshes for deformation Check the box to the left of “Cage Mesh Deformer”.You’ll need to enable the Beta Feature first. Bi-directional (a layer can be driven by other layers below or can drive/compress them).Super flexible and supports arbitrary nonlinear deformations.Multi-layered (with layer ordering support).100% compatible with smooth skinning and animatable.Fully agnostic to driven mesh topology (as long as a mesh is properly “caged”, it can have arbitrary topology).The Cage Mesh can be thought of as an invisible mesh that drives the deformation of a “driven” mesh. I.e., deformation runs only once, and then a deformed mesh can be animated/deformed using more traditional tools (like animation/skinning and physics simulation). The Cage Mesh Deformer is a key part of the upcoming Layered Clothing tech, and it is responsible for “static” mesh deformation. Image19 1078×563 453 KB What is the Cage Mesh Deformer?
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